// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using System; using nickmaltbie.TestUtilsUnity; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.Serialization; namespace nickmaltbie.OpenKCC.Input { /// /// Buffered input that supports a delta of time between when the button /// is pressed and when the action is considered performed. Also supports /// a cooldown between action resets. /// [Serializable] public class BufferedInput { /// /// Unity service for getting unity inputs in testable manner. /// public IUnityService unityService = UnityService.Instance; /// /// Action associated with this input. /// [SerializeField] [FormerlySerializedAs("inputAction")] [Tooltip("Input action to control this buffered input.")] public InputActionReference inputActionReference; /// /// Override input action for testing. /// private InputAction overrideInputAction; /// /// Gets the input action associated with this buffered input. /// public InputAction InputAction { get => overrideInputAction ?? inputActionReference; set => overrideInputAction = value; } /// /// Buffer time for configuring the player input. /// [SerializeField] [Tooltip("Total buffer time for player input.")] public float bufferTime; /// /// Cooldown time between input actions. /// [SerializeField] [Tooltip("Total buffer time for player input.")] public float cooldown = 0.1f; /// /// Amount of time elapsed since the player pressed the input. /// private float elapsedSincePressed = Mathf.Infinity; /// /// Amount fo elapsed time since the input was reset. /// private float elapsedSinceReset = Mathf.Infinity; /// /// Is the input currently active. /// public bool Pressed => elapsedSinceReset > cooldown && elapsedSincePressed < bufferTime; /// /// Add delta time to update the buffered input state. /// /// Delta time to add in seconds. public void Update() { elapsedSincePressed += unityService.deltaTime; elapsedSinceReset += unityService.deltaTime; if (InputAction?.IsPressed() ?? false) { elapsedSincePressed = 0.0f; } } /// /// Reset the cooldown for this button. /// public void ResetCooldown() { if (cooldown > 0) { elapsedSinceReset = 0; } } /// /// Reset the active state for this button. /// public void Reset() { elapsedSincePressed = Mathf.Infinity; elapsedSinceReset = 0; } } }